using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Barbarian.Win
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;        
        private Level _level;

        public Game()
        {
            graphics = new GraphicsDeviceManager(this);
                        
            graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);

            Content.RootDirectory = "Content";
        }

        void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
        {
            e.GraphicsDeviceInformation.PresentationParameters.BackBufferWidth = 384;
            e.GraphicsDeviceInformation.PresentationParameters.BackBufferHeight = 282;
            e.GraphicsDeviceInformation.PresentationParameters.IsFullScreen = false;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
                        
            _level = new Level(Stage.Intro, Content); 
            
            //MediaPlayer.IsRepeating = true;
            //MediaPlayer.Play(Content.Load<Song>("Music/Theme"));            
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here                
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            HandleInput();
            _level.Update();
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Blue);           
            

            spriteBatch.Begin();
            _level.Draw(gameTime, spriteBatch);            
            spriteBatch.End();            

            base.Draw(gameTime);
        }

        private void HandleInput()
        {
            KeyboardState keyboardState = Keyboard.GetState();
            GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);

            // Exit the game when back is pressed.
            if (keyboardState.IsKeyDown(Keys.Escape))
                Exit();
        }
    }
}